out_value[0] = out_value[1] = 0.5f;
return;
} else if (sample_count == 2) {
- bits = vs->caps.caps.v2.msaa_sample_positions[0] >> (8 * index);
+ bits = vs->caps.caps.v2.sample_locations[0] >> (8 * index);
} else if (sample_count <= 4) {
- bits = vs->caps.caps.v2.msaa_sample_positions[1] >> (8 * index);
+ bits = vs->caps.caps.v2.sample_locations[1] >> (8 * index);
} else if (sample_count <= 8) {
- bits = vs->caps.caps.v2.msaa_sample_positions[2 + (index >> 2)] >> (8 * (index & 3));
+ bits = vs->caps.caps.v2.sample_locations[2 + (index >> 2)] >> (8 * (index & 3));
} else if (sample_count <= 16) {
- bits = vs->caps.caps.v2.msaa_sample_positions[4 + (index >> 2)] >> (8 * (index & 3));
+ bits = vs->caps.caps.v2.sample_locations[4 + (index >> 2)] >> (8 * (index & 3));
}
out_value[0] = ((bits >> 4) & 0xf) / 16.0f;
out_value[1] = (bits & 0xf) / 16.0f;
uint32_t uniform_buffer_offset_alignment;
uint32_t shader_buffer_offset_alignment;
uint32_t capability_bits;
- uint32_t msaa_sample_positions[8];
+ uint32_t sample_locations[8];
uint32_t max_vertex_attrib_stride;
uint32_t max_shader_buffer_frag_compute;
uint32_t max_shader_buffer_other_stages;